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Thread: IWTE - World editing - (General Discussion)

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  1. #1
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Hey mak, I guess you remember a previous settlement of mine in wich I was having problems with AI acting between gates. I've sent you the files, it was a dwarven mountain.

    They always got stuck while pushing the ram on the bridge, I think I now know the issue, here some lines added in my tutorial:

    Quote Originally Posted by leo.civil.uefs View Post
    Also, it seems like the AI does not like bridges between gates. Means that if you are planning to make a settlement with 2 or more lines of gates, it is better to not include bridges between such lines in your plan.

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    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Sorry Leo I was being lazy and giving IWTE a rest for a while. I'll try and tidy up to release a new version this week with that correction.

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Sorry Leo I was being lazy and giving IWTE a rest for a while. I'll try and tidy up to release a new version this week with that correction.

    Alpaca's one can convert various files at once while IWTE can just do it one by one, annoyng when you have lots of files do do.
    Please consider adding the option to do so, if possible.


    Sometimes my settlements does not accept new animations. i.e. gate animations, even when I extract them from vanilla ones, they simply dont apply to my gates, some times nothing happens, sometimes it applies but really does not work ingame, I know when they are working because I can apply the same animation for various gates in a row as the first one already incorporates the animation itself in my settlement, while when it is not working I need to extract from vanilla consecutive times for each gate, wich ends up not working ingame at all.

    I know I need first to name it a mainobject "gate" and even before this set it to the right perimeter.

    The solution I found was to try it one million times, changing the object to default again, changing the perimeter to no perimeter, and doing everything again and again until it works, so it looks like a bug.
    Last edited by leo.civil.uefs; October 29, 2013 at 02:06 PM.

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    Default Re: IWTE - World editing(Added tutorial)


  5. #5
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    new version released.

    with version 13_10_A
    1) Corrected button for triggering DDS/texture conversion.
    2) Replace .anim pack button enabled. Allows replacement of individual .anim pack files with same name (in the pack file) as already assigned to an object animation in the world animinstances file.
    3) Removed unused create .anim packs button as this feature is not required.
    4) Animations tab buttons tidied up.
    5) write ms3d from.anim generates an ms3d for the .anim file and one for the mesh file. The animation tga paths in the mesh need to be seperately updated though!
    6) Read ms3d into .anim - this replaces the .anim file with content from the new .anim file. Please use the .anim file which is generated from the write ms3d from .anim file though as it does some tidy up tied to names of groups.
    7) Amend anim effects fully enabled allows addition, deletion or repositioning of .anim effects
    8) Create mesh from ms3d also now generates an unpacked file for loading to animinstances (once it has been correctly packed). The functionality here will likley be added to the write ms3d from.anim function to make it one continuous step (ie to simply generate and MS3d for the .anim, a new mesh file(not an ms3d) and the unpacked file.

    The .anim file to ms3d and vice versa does have known issues as the rotations from the .anim file are not being created correctly in milkshape (I haven't been able to resolve that). The load back into the .anim file loads just quaternions and I need to cross check further that they are being added correctly (ms3d does not use quaternions).
    In order to create the pack files you should use Tellos Athenaios's pack tool. The unpacked file used should be renamed to the correct animinstances name with no extension. The file created can be renamed as you like but must end in .pck for IWTE to pick up.

    Several process in the .anim replacement may be changed at a later date to improve this once I have completed further tests.


    Quote Originally Posted by leo.civil.uefs
    Alpaca's one can convert various files at once while IWTE can just do it one by one, annoyng when you have lots of files do do.
    Please consider adding the option to do so, if possible.
    Yes its possible I just hadn't really a need for it as I tend to do things one file at a time and use alpacas tool if I need to do a full folder.

    Quote Originally Posted by leo.civil.uefs
    Sometimes my settlements does not accept new animations. i.e. gate animations, even when I extract them from vanilla ones, they simply dont apply to my gates, some times nothing happens, sometimes it applies but really does not work ingame, I know when they are working because I can apply the same animation for various gates in a row as the first one already incorporates the animation itself in my settlement, while when it is not working I need to extract from vanilla consecutive times for each gate, wich ends up not working ingame at all.

    I know I need first to name it a mainobject "gate" and even before this set it to the right perimeter.

    The solution I found was to try it one million times, changing the object to default again, changing the perimeter to no perimeter, and doing everything again and again until it works, so it looks like a bug.
    Hadn't come across this issue before. I need to see if I can recreate it. Is it just the gate animation or other animations? Do you have an example where it didn't work correctly? Is it the assign thats not working or the pick process (picking from another file)?

  6. #6
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Hadn't come across this issue before. I need to see if I can recreate it. Is it just the gate animation or other animations? Do you have an example where it didn't work correctly? Is it the assign thats not working or the pick process (picking from another file)?
    Here is the settlement.

    I tried everything, took vanilla animations, took animations from my own settlements etc.

    IWTE can pick the animation from other settlement and then apply to my gate, but it does not really works ingame, and every new gate I want to apply the same animation I need to pick again from the other settlement while the normal is to have the animation already stocked in your settlement after you apply it for the first time.

    Something I noticed is that the breach shown when you apply the animation has no "blocked" bits like normally happens.

    Sometimes the settlement loads but the animations are not shown (but the gates works).
    Sometimes the game crashes right after loading the settlement.
    Sometimes the animation shows up bugged.

    I really think it is a bug, and that wa snot happening in previous versions of IWTE.

    by the way, it used large town gate animations and castle wall animations.

    edit: extracted all structures from the settlement, took a vanilla settlement to start again. When I was placing the structures and setting the mainobjects, another weird thing happened. When I set it to default object it sets as wall, and sometimes as nothing. lol (both last versions of iwte).

    also, it gives me strange errors when I try to place the structures on the new 3 main files from the vanilla settlement:





    Im no expert in coding but Im a expert in IWTE usage, even more than you 2 guys, as I worked a lot more in building custom settlements.

    I've seen strange things in those years using IWTE. Sometimes it extracts the structures and corrupt them in the process so they cant be added again to the settlement, giving the errors shows above.

    I know it is a bug because I just need to try extracting it again until it comes with no issues and then I can use it.
    Thats what I've been observing, but as I said, Im no coder.
    Last edited by leo.civil.uefs; October 30, 2013 at 11:03 PM.

  7. #7
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Something I noticed is that the breach shown when you apply the animation has no "blocked" bits like normally happens.
    It's not meant to put blocked bits in for gate breaches, it only does that for wall breaches based on the last remaining 'broken' group. If you do that for gates (especially port cullis) it ends up blocking the bit that you need to walk through...


    wilddog's looking at the rest

  8. #8
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Im no expert in coding but Im a expert in IWTE usage, even more than you 2 guys, as I worked a lot more in building custom settlements.

    I've seen strange things in those years using IWTE. Sometimes it extracts the structures and corrupt them in the process so they cant be added again to the settlement, giving the errors shows above.
    The error is a bit of bad coding trying to handle the situation when you've got no 'Default' objects left - that's not a situation that exists in any vanilla settlement. Guess you cut something right down to being just walls or gates or gatehouses or the towers? I'll try and tidy that bit up.

    Here is the settlement.

    I tried everything, took vanilla animations, took animations from my own settlements etc.

    IWTE can pick the animation from other settlement and then apply to my gate, but it does not really works ingame, and every new gate I want to apply the same animation I need to pick again from the other settlement while the normal is to have the animation already stocked in your settlement after you apply it for the first time.
    Leo I need some more info on this.
    1)The settlement doesn't have the gates marked but from the number of groups I assume they are 97, 98 and 99.
    2)They also aren't assigned to perimeters (and that looks a pain when you have a large overhead object so I may need to look at that). What perimeters did you assign to each of them? were the suppose to be from bottom up 1, 2 and 3? The last one would then be on the outer perimeter again but that may be your intent.
    3) Main reason for checking is that the models of all 3 gates are obviously all set up for the same direction (ie the outside to that perimeter is always pointing to the bottom of the 2D screen.

    Don't suppose you have an actual version which was setup and didn't work? It would be easier to see what is messed up.
    Last edited by wilddog; October 31, 2013 at 07:10 AM. Reason: more info for Leo

  9. #9
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Leo I need some more info on this.
    1)The settlement doesn't have the gates marked but from the number of groups I assume they are 97, 98 and 99.
    2)They also aren't assigned to perimeters (and that looks a pain when you have a large overhead object so I may need to look at that). What perimeters did you assign to each of them? were the suppose to be from bottom up 1, 2 and 3? The last one would then be on the outer perimeter again but that may be your intent.
    3) Main reason for checking is that the models of all 3 gates are obviously all set up for the same direction (ie the outside to that perimeter is always pointing to the bottom of the 2D screen.

    Don't suppose you have an actual version which was setup and didn't work? It would be easier to see what is messed up.
    99 - first perimeter
    97 - second perimeter
    98 - third perimeter

    you can delete the large overhead objects, they have no collisions and their purpose is just aesthetic, they have no impportance on the settlement functionality.

  10. #10
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Thanks for the confirmation Leo. I've asked Mak to change the model and do some testing to see if there is really an issue on the animations.

    In the meantime I've made some code changes to handle the stripping out of the 'default' objects and reading them which just needs Mak to do further tests on but looks good from the tests I've done. That definitely was causing issues as the code was never set up to handle no 'default' setting. It was causing incorrect resetting of things when that had happened.

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    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Thanks for the confirmation Leo. I've asked Mak to change the model and do some testing to see if there is really an issue on the animations.

    In the meantime I've made some code changes to handle the stripping out of the 'default' objects and reading them which just needs Mak to do further tests on but looks good from the tests I've done. That definitely was causing issues as the code was never set up to handle no 'default' setting. It was causing incorrect resetting of things when that had happened.
    Ha! I knew it was a bug, good you recognize this before mak crucifies me suggesting I might be doing something wrong. (kidding )

    Anyway, A new version of IWTE with those ussies fixes is welcome, I really need it.
    Last edited by leo.civil.uefs; November 03, 2013 at 06:11 PM.

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    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs View Post
    Ha! I knew it was a bug, good you recognize this before mak crucifies me suggesting I should be doing something wrong.






    erm, anyway, all the problems we've found so far seem to come from the situation where you've only got a few objects in a settlement and they all get assigned to 'main objects' i.e. walls/gates/gatehouses/arrow_towers and nothing is left as 'default' - that's the only thing that would have generated the error message you screen printed with the "global name 'objno' is not defined" - wilddog is working on fixing the issues with that but it's taking a bit of re-writing.

    if you did have the settlement with just gates and walls and no default objects, and somehow got past that point, you would probably have had lots of problems with the gates / random assignment of walls other objects etc and possibly animations going wrong if you got that far...


    I can't at the moment though find anything wrong with the 'pick' or 'assign' animations stuff, unless you are starting with a mangled file due to the above...

    is there any chance that the 'no default objects' issue could have been causing all your problems??



    EDIT: there is one other issue I've just found - it's if you try and make the first object (object 0) into a gate - it doesn't switch the "Attrib" properly - it should change from 111 to 96 when the breach is added, and it's not doing that for object 0... you do get an error message though;
    "warning - breach exists for non breach object"

  13. #13
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    ound so far seem to come from the situation where you've only got a few objects in a settlement and they all get assigned to 'main objects' i.e. walls/gates/gatehouses/arrow_towers and nothing is left as 'default' - that's the only thing that would have generated the error message you screen printed with the "global name 'objno' is not defined" - wilddog is working on fixing the issues with that but it's taking a bit of re-writing.
    No. Right now Im testing the settlement with tons of objects set as default and 8 of them (gates, walls and gatehouses) set as main objects. Now the gate animations does not work (but the gates itself are working in therms of functionality). Another point is that sometimes when I pick the animation and assign to the gate and click ok, it should show on the 2d view the new created breach, but no, it just jumps of from the animation menu like if everything would be ok and done while actually noi animation has beeing assigned.

    Quote Originally Posted by makanyane View Post
    if you did have the settlement with just gates and walls and no default objects
    Can't say exactly when the problem startet, but I remember that at some point everything was working well.


    Quote Originally Posted by makanyane View Post
    I can't at the moment though find anything wrong with the 'pick' or 'assign' animations stuff, unless you are starting with a mangled file due to the above...

    is there any chance that the 'no default objects' issue could have been causing all your problems??
    Its variating a lot. Right now, I've just picked wall animations from a vanilla settlement and after assigning it to my first wall, all I need to to is assingn it to the other walls as the animation itself is already stocked in the settlement. But the same does ot occur to gate animation, wich I need to pick up from a vanilla settlement everytime I want to assign it to a new gate.

    Quote Originally Posted by makanyane View Post
    EDIT: there is one other issue I've just found - it's if you try and make the first object (object 0) into a gate - it doesn't switch the "Attrib" properly - it should change from 111 to 96 when the breach is added, and it's not doing that for object 0... you do get an error message though;
    "warning - breach exists for non breach object"
    Unless it totally destroyed my settlement files for the first time I did it, I dont belive it is a problem now as all my gates, walls and gatehouses are now on the end of the object list.



    PS: Hey mak, the light stuff would be really cool in my dwarven mountains as there is no natural light from the sun to hit the nner strucs, any chance of wilddog adding it to iwte in the future?
    Last edited by leo.civil.uefs; November 02, 2013 at 09:53 AM.

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    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    No. Right now Im testing the settlement with tons of objects set as default and 8 of them (gates, walls and gatehouses) set as main objects. Now the gate animations does not work (but the gates itself are working in therms of functionality).
    Please can you send a copy of that exactly as it is with the gate working and anim not so we can test it and try and figure out what's up.... I can't recreate the problem from scratch at the moment...




    light stuff is sort of in the current version on specials tab - I need to explain what values to try... it might work OK on your 1 complex settlements - it was doing very odd stuff to the multi-complex settlements though, which is about the point I gave up

  15. #15

    Default Re: IWTE - World editing(Added tutorial)

    Hi, i tried to create terrain with IWTE of a unique settlement of TATW (Henneth_Annun) but process stopped an it got this error:



    How can i create terrain with this settlement?The same thing happens with Cair Andros.

  16. #16
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by gosho View Post
    Hi, i tried to create terrain with IWTE of a unique settlement of TATW (Henneth_Annun) but process stopped an it got this error:



    How can i create terrain with this settlement?The same thing happens with Cair Andros.
    the answer for your question is in the proper log you posted. Line 7.

    Try resizing the terrain in IWTE.
    Last edited by leo.civil.uefs; November 02, 2013 at 10:02 AM.

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    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    @gosho
    as leo said, see the error log you posted, you're trying to write a file to ms3d that is too large for ms3d to handle... so either you need to reduce the terrain size down, or use the .tga method to change the terrain
    (or the 2d view method --- but that'll be very slow for that sized file)


    @leo I can't see the difference on the edited post - were you trying to attach files?

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    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    @leo I can't see the difference on the edited post - were you trying to attach files?
    I got everything working perfectly after I added a new structure to be the last one on the list (as previously the gates were the last objects on the list).
    But then I did a animation path change to match my textures and everything got messed again.

    Anyway, yes it seems its all about the mainobjects stuff, and also about their position on the list.

    By the way, the light stuff is not working, I dont know what values put on it but if I keep it as it is, IWTE just dissapear with my settlement giving me no opportunity for save or anything, it just cleans up all windows like if no settlement was loaded.
    Last edited by leo.civil.uefs; November 02, 2013 at 11:09 AM.

  19. #19
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs View Post
    I got everything working perfectly after I added a new structure to be the last one on the list (as previously the gates were the last objects on the list).
    But then I did a animation path change to match my textures and everything got messed again.
    Leo, I really need you to send me a version of yours when it's in the not working state. Have you still got a copy of that messed up again one?? I'll keep trying but so far can't break the other one you sent... (except with gate as first / only object, but yours aren't in that)

    By the way, the light stuff is not working, I dont know what values put on it but if I keep it as it is, IWTE just dissapear with my settlement giving me no opportunity for save or anything, it just cleans up all windows like if no settlement was loaded.
    ahh it needed more explanation you don't do it to the three binaries. Do everything else you need to do to the three files first. Then hit the 'set default worldanimlighting' button - it asks you for the .world file you want to alter, then it asks you for the saved name you want. then you get the table to set the values.

    try - texture brightness 1 1 1 255
    illumination - 40 254 80 140 or 0 250 0 250

    click OK and it'll re-write just the .world file... if you do anything else to the files you'll have to re-do that again as all the other processes change it back to the normal default values.

    Quote Originally Posted by Kull View Post
    But what about .worldpathfinding, .worldterrain, .worldvegetation, .worldcollision, and .animinstances? Are there paths embedded in these files (and if so, which ones), and how can they be displayed? I've been through the tutorials and umpteen threads on this subject, but all are primarily focused on creating or modifying settlements, not importing/moving existing ones. If there are buttons in IWTE which will print and/or display the file/folder paths for the 5 files noted above, I'd be eternally grateful for tips on how to do so. Thanks in advance!
    The only one with embedded paths is .worldterrain - to view in IWTE use the "Terrain1" tab and "Amend WT Mask TGA paths" button.

    The only thing that may not be obvious from a text search of the .world file is if they added any new effects. The list of effects is at the bottom of the file, and just gives names not paths. They can be anywhere in any of the files referred to in descr_effects.txt. It's probably easiest to look in the other mod's data folder and see if they have amended versions of anything like descr_burning_building.txt.
    Last edited by makanyane; November 03, 2013 at 03:48 AM. Reason: burning not building..

  20. #20

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    The only one with embedded paths is .worldterrain - to view in IWTE use the "Terrain1" tab and "Amend WT Mask TGA paths" button.

    The only thing that may not be obvious from a text search of the .world file is if they added any new effects. The list of effects is at the bottom of the file, and just gives names not paths. They can be anywhere in any of the files referred to in descr_effects.txt. It's probably easiest to look in the other mod's data folder and see if they have amended versions of anything like descr_burning_building.txt.
    Thanks, that is enormously helpful! As for the effects files, that too is good to know - thanks for explaining what those are for and and how to find out if they are unmodified (and thus presumably pulled from the main M2TW data folder). That does raise another issue I had not considered. In the five files I asked about, do any of those use "pathless file references" (like the effects ones mentioned above)? If so, how can one display them such that the file references can be seen?

    Again, many thanks for taking the time to help me out here - it's gratifying to see that this topic is still being actively explored and worked!

    Edit: Just looked at the pathing inside the .worldterrain file, and it points to various folders. So far so good. But when I look in those folders, not a single one contains the referenced .tga files! Instead all the file names are exactly as listed, except the suffix is .texture. Further, a search of the referenced .tga files doesn't turn up a single one, anywhere in the M2TW folder structure. What am I missing here?
    Last edited by Kull; November 03, 2013 at 09:56 AM.
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